Posts Tagged ‘ procedural algorithms ’
I played through Torchlight the first time on "Easy" difficulty. I've gotten into the habit recently of playing games on the easiest available difficulty level. Why? Because I despise failing and having to restart, replay, or rewatch some part of a game[ READ MORE ]
UPDATE: I accidentally published a draft. Here’s the complete post. Part 1: What Makes a Gun? Part 2: Money & Pie Proportions are what random generation is all about. Whether you’re generating a gun, a sword, or a hero costume, everything you put into it is just one part of a bigger whole. So when [ READ MORE ]
This is the first in a series of posts where I'll walk through one imagining of how such a system might work. Because I think guns are more fun than swords, I'm going to use the Borderlands weapon system as a reference. But the same technique could be applied to swords so long as they shoot bullets. Normal swords won't work[ READ MORE ]
I’ve been fascinated recently with the technology behind procedurally generated cities. For open-world games, being able to generate believable—but more importantly, engaging—cities opens up lots of gameplay possibilities. A particular gameplay possibility has my brain on fire right now. I found these resources so far: Procedural Modeling of Cities. Yoav Parish and Pascal Müller. Müller [ READ MORE ]
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